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Phineas & Ferb Cards


zjyugioh

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Hi! I maybe new in the forum, but I have been able to use the YGO Cardmaker since 2012 or 2013. During that time, I created "Phineas and Ferb" cards and haven't finished all of them yet. Just recently I came back to create "Penn Zero, Part-Time Hero Cards" so I decided it has been a long time that I have made my cards so why not publish them now even if it is unfinished? I am currently using YGO Card Editor recommended in this board (as it also is able to create Pendulums) and is the one that rendered these cards.

I am also maybe going to introduce Xyz Monsters (like extra-terrestrials like "Meap", another dimensions like that "The Zebra that Calls Candace Kevin", of course if I am able, the "2nd Dimension" characters), maybe Syncrho (Love Händel monsters belong here, maybe "musical forms" of some characters), and even I think Ritual (maybe the "Guardian of Watchadooin" from that special episode) and Pendulums (the "They" twins ["You can't tee off, when you're teed of!"] are PERFECT for this haha, maybe a Pendulum version of the brothers)

Anyway, I will first show you the first 2 cards I made, and of course they are "Danville's Phineas Flynn" and "Danville's Ferb Fletcher". Both cards Summon the other on the players' next Standby Phase (originally I made it so that either is Summoned that the other is too, but I feel it cheapens Extra Deck summons a bit, while an errata I made make it when they are Special Summoned although I felt with Pendulum Summons and summoning another Lv4, low-stat monster by Special Summon seems eh, I decided why not a middle ground waiting for another turn?) if they are Summoned except by the other card's effect.

(For copyright purposes, I don't own these characters and are a property of Disney.)

P.S. Some help in updating these effect text into Problem-Solving standard would be nice.

UPDATE: Updated the pics of the first 7 cards.

Name: Danville's Phineas Flynn
Classifications: LIGHT-Lv4-Warrior/Pendulum/Effect
Stats: 1300 ATK/1600 DEF
Text: Pendulum: Once per turn, a face-up Spell Card(s) (except Pendulums) you control cannot be destroyed by your opponent's card effects. Cannot activate this card if you already placed a card in your Pendulum Zone this turn. Unless you have a "Danville's Ferb Fletcher" in your other Pendulum Zone, this card's Pendulum Scale becomes 4. Monster: When this card is Summoned, except by "Danville's Ferb Fletcher": You can Special Summon 1 "Danville's Ferb Fletcher" from your hand or Deck during your next Standby Phase.
[spoiler=Card:]WwsbwGU.jpg


Name: Danville's Ferb Fletcher
Classifications: EARTH-Lv4-Warrior/Pendulum/Effect
Stats: 1500 ATK/1400 DEF
Text: Pendulum: Once per turn, a face-up Trap Card(s) you control cannot be destroyed by your opponent's card effects. Cannot activate this card if you already placed a card in your Pendulum Zone this turn. Unless you have a "Danville's Phineas Flynn" in your other Pendulum Zone, this card's Pendulum Scale becomes 4. Monster: When this card is Summoned, except by "Danville's Phineas Flynn": You can Special Summon 1 "Danville's Phineas Flynn" from your hand or Deck during your next Standby Phase.
[spoiler=Card:]kRREj11.jpg

 

Name: Danville's Isabella Garcia-Shapiro
Classifications: FIRE-Lv4-Warrior/Effect
Stats: 1400 ATK/ 1500 DEF
Text: This card gains 300 ATK for each "Danville's Phineas Flynn" and 300 DEF for each "Fireside Girl" monster (including Tokens) you control or is in your Graveyard.
[spoiler=Card:]4tNFna5.jpg

 

Name: Danville's Baljeet Tjinder
Classifications: LIGHT-Lv4-Warrior/Effect
Stats: 1000 ATK/ 1900 DEF
Text: When this card is Normal or Flip Summoned: Reveal all Set cards your opponent controls. When a monster effect makes a monster(s) you control lose ATK or DEF: You can Tribute this card; negate it, and if you do, destroy that monster.

[spoiler=Card:]3rWQEYq.jpg

 

Name: Danville's Buford Van Stomm
Classifications: DARK-Lv4-Warrior/Effect
Stats: 1900 ATK/ 1000 DEF
Text: When this card is Special Summoned: You can target 1 Set card on the field; destroy it, also, after that, you can Special Summon 1 "Danville's Baljeet Tjinder" from your hand or Deck.
[spoiler=Card:]xN8KPMs.jpg

 

Name: Danville's Irving Du Bois
Classifications: WIND-Lv4-Warrior/Effect
Stats: 1100 ATK/1600 DEF
Text: When this card is Summoned: You can target 1 "P&F's Book of Big Ideas" and 1 "P&F Big Idea" Fusion Monster from your Graveyard; add them to your hand. If you control a "P&F Big Idea" monster, this card cannot be destroyed by battle and no battle damage is taken from battles involving this card.
[spoiler=Card:]dblCKSn.jpg

 

Name: Danville's Django Brown
Classifications: WATER-Lv4-Warrior/Tuner/Effect
Stats: 1050 ATK/ 1650 DEF
Text: Once per turn, during your Standby Phase, if no Field Spell Card(s) is on the field, except "The City of Danville": Place 1 Art Counter in this card (max. 5). Once per turn: You can remove all Art Counters in this card; gain 400 LP x the number of Art Counters removed by this card's effect. If "The City of Danville" is face-up on the field, this card cannot be destroyed by battle.
[spoiler=Card:]xJbp0La.jpg


Name: Danville's Candace Flynn
Classifications: FIRE-Lv5-Warrior/Effect
Stats: 2300 ATK/ 1200 DEF
Text: This card gains 300 ATK when a "P&F Big Idea" card is Special Summoned/activated. Unaffected by opponent's Trap effects.
[spoiler=Card:]2OkqyXK.jpg


Name: Danville's Perry the Platypus
Classifications: WATER-Lv2-Aqua
Stats: 100 ATK/ 2000 DEF
Text: Perry is a platypus. Platypuses (or is it platypi?) don't do much.
[spoiler=Card:]lqSdqbp.jpg




spoiler]


Name: Danville's Jeremy Johsnon
Classifications: WIND-Lv5-Warrior/Effect
Stats: 2200 ATK/ 1300 DEF
Text: All "Danville", "O.W.C.A." and "D.E.I." monsters you control, except this one, gain 500 ATK. Unaffected by opponent's Spell effects.
[spoiler=Card:]uCzD8Xo.jpg


Name: Danville's Stacy Hirano
Classifications: WATER-Lv5-Warrior/Effect
Stats: 2100 ATK/ 2000 DEF
Text: This card can attack your opponent directly, but when it activates this effect, any battle damage it inflicts to your opponent is halved. This card gains 300 ATK for each "Danville's Candace Flynn" you control or is in your Graveyard.
[spoiler=Card:]w91hBEh.jpg


Name: Danville's Jenny Brown
Classifications: LIGHT-Lv5-Warrior/Effect
Stats:1000 ATK/2500 DEF
Text: When an opponent's monster declares an attack: You can Tribute this card and target the attacking monster; negate the attack, then end the Battle Phase. You can Tribute this card, then target up to 2 monsters whose total Levels are 8 or less from your Graveyard; add those targets to your hand.
[spoiler=Card:]ZxZMZ4Y.jpg


Name: Danville's Coltrane
Classifications: EARTH-Lv5-Warrior/Effect
Stats: 2000 ATK/2100 DEF
Text: Once per turn: You can declare a Level from 2 to 8; this card becomes that Level until the End Phase. You can only control 1 "Danville's Coltrane". Cannot be used as an Xyz Material.
[spoiler=Card:]Bg69Qty.jpg


Name: Danville's Lawrence Fletcher
Classifications: EARTH-Lv6-Warrior/Effect
Stats:2000 ATK/1500 DEF
Text: You can send this face-up card you control to the Graveyard; add up to 3 "Danville" cards in your Graveyard to your hand, except "Danville's Lawrence Fletcher". When a "Danville" or "P&F Big Idea" monster you control is targeted for an attack: You can banish this card from your Graveyard; negate the attack. If this card is banished by this effect, it cannot be moved from being banished for the rest of the Duel.
[spoiler=Card:]


Name: Danville's Linda Flynn-Fletcher
Classifications: LIGHT-Lv7-Warrior/Effect
Stats: 2000 ATK/2600 DEF
Text: Monsters your opponent controls cannot target face-up "Danville" monsters you control for attacks, except this one. When "Danville's Phineas Flynn", "Danville's Ferb Fletcher", "Danville's Candace Flynn" or "Danville's Lawrence Fletcher" you control is destroyed by an opponent's card effect: This card gains 1000 ATK until the end of this turn.
[spoiler=Card:]Xy5QcOR.jpg


Name: Danville's Canderemy
Classifications: FIRE-Lv9-Warrior/Fusion/Effect
Stats: 3000 ATK/ 2500 DEF
Materials: "Danville's Candace Flynn" + "Danville's Jeremy Johnson"
Text:Must be Fusion Summoned and cannot be Special Summoned by other ways. While face-up on the field, this card is also WIND-Attribute. Once per Battle Phase, when this card declares an attack: toss a coin, then apply this effect;
● Heads: You can make this card have 2 attacks, but it loses 500 ATK during the Damage Step of this Battle Phase only, if this effect is applied.
● Tails: Negate the attack.
Unaffected by opponent's Spell/Trap effects.
[spoiler=Card:]LaLo435.jpg


Name: The City of Danville
Classifications: Spell/Field
Text: All "Danville" monsters gain 400 ATK and DEF. Players apply the following effect(s) based on the number of "Danville" monsters they control:
● 2+: Once per turn: The turn player can banish 1 card in their Graveyard, then target 1 "Danville" monster in their Graveyard that was destroyed by battle; Special Summon that target.
● 3+: "Danville" monsters the player controls gain 100 ATK and 100 DEF x no. of "Danville" monsters the player controls.
● 4+: "Danville" monsters are unaffected by opponent's card effects, except "The City of Danville".
Only 1 "The City of Danville" can be on the field.
[spoiler=Card:]BEmRZFD.jpg


Name: P&F's Book of Big Ideas
Classifications: Spell/Continuous
Text: Once per turn, if "Danville's Phineas Flynn" and "Danville's Ferb Fletcher" are in your Monster Zone and/or hand: You can target those cards (reveal those in the hand); Fusion Summon 1 "P&F Big Idea" Fusion Monster from your Extra Deck, using monsters you control or from your hand as Fusion Materials by banishing them instead. You can only control 1 "P&F's Book of Big Ideas".
[spoiler=Card:]8Jlhumi.jpg


Name: Agent P's Fedora
Classifications: Spell/Quick-Play
Text: Target 1 "Danville's Perry the Platypus" on the field; send it to the Graveyard, also, after that, if it left the field by this effect, Special Summon 1 "O.W.C.A. Agent: Agent P" from your hand, Deck or Graveyard. The Special Summoned monster is unaffected by the opponent's card effects until the next End Phase.
[spoiler=Card:]yPOxPYX.jpg


Name: Mysterious Force
Classifications: Trap/Continuous
Text: Once per turn, during your opponent's End Phase, if "Danville's Candace Flynn", "Danville's Ferb Fletcher", "Danville's Phineas Flynn", "D.E.I.'s Dr. Heinz Doofenshmirtz" and "O.W.C.A. Agent: Agent P" are in your control and/or Graveyard: Toss a coin 3 times; destroy 1 card your opponent controls, and if you do, banish it, if at least 2 of the results are Heads. Once per turn, this card cannot leave the field.0
[spoiler=Card:]dH96sRc.jpg


Name: O.W.C.A.'s Major Francis Monogram
Classifications: LIGHT-Lv6-Warrior/Effect
Stats: 2000 ATK/2000 DEF
Text: Once per turn: You can discard 1 card; banish this card. When this card is banished: You can Special Summon 1 "O.W.C.A." monster from your hand, Deck or Graveyard, except "O.W.C.A.'s Major Francis Monogram". You can only activate this effect of "O.W.C.A.'s Major Francis Monogram" once per turn.
[spoiler=Card:]xAymQ37.jpg

 

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Since Phineas and Ferb's monster cards aren't very strong, they might not be able to stay on the field the extra turn to summon each other. At 2000, Candace seems a bit weak for level 5. Its text alludes to different types of cards (P&F Big idea) you might add, so it would be helpful to make one of each in this set so we can see how they might work. But even with the 300 boost, Candace would still be a little hard to use. Perry being a level 3 even with 2000 DEF doesn't seem that great but you could make some stronger "Perry" monsters. 

 

I would think about what levels you want your extra deck monsters. The first two cards you have are 4, and then you have a 3 and a 5. You could make Rank four monsters which are incredibly easy to summon, but the Candace and Perry cards clash with that a bit. On the other hand, their variety gives them some flexibility with synchro summoning. Although I don't think you have to choose between Xyz and Synchro, just make sure that if you include both, that they can work together. 

 

Since Phineas and Ferb refularly break all manner of laws of common sense and possibility to do whatever plan they come up with, these "Big Idea" cards could be crazy monsters or traps/spells which pop up on your field en mass or from the deck (as long as you found a way to balance them with respect to the rules of the game). Maybe these monsters could act as the material for the more powerful versions in the form of extra deck monsters. 

 

Since you only have 4 cards right, now it's difficult to tell how the cards would work together, but there are a lot of ways you could make these cards into a useable deck. I'll keep an eye out for more. 

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I actually am currently making more cards (right now 26 cards!!! That includes my "Love Händel" Syncrho Monsters which still has no artwork and effect), and my main original plan for "P&F Big Idea" monsters are Fusion Monsters that gets Special Summoned by the effect of a card called "P&F Book of Big Ideas", in which the player must target "Danville's Phineas Flynn" and "Danville's Ferb Fletcher" in their hand or control, then banish materials listed on those monsters to Fusion Summon them.

 

Now, the built-in effect those "P&F Big Idea" Fusion Monsters have is that if it is destroyed, the Fusion Materials used are all Special Summoned, like a built-in De-Fusion, ensuring that Phineas and Ferb still stay in the field and keep Summoning "P&F Big Idea" Fusion Monsters if they have the required materials.

 

Anyway, as of now I was going to update the cards again so I deleted them from Imgur, and with my slow connection there will be no links to it eventually. Will upload them later when I find somewhere with better connection. Will add cards like "Agent P's Fedora", "P&F Book of Big Ideas" and the card many are waiting for..."O.W.C.A. Agent: Agent P!" Not only that, I buffed up the monsters' stats by 200 on each of their stats, unless the next cards I release would make them a bit overpowering.

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Hey, I just met Yuya from Arc-V earlier! I showed him my "Danville's Phineas Flynn" and "Danville's Ferb Fletcher" card and...
 
WAIT A MINUTE! What just happened to my cards?
 
WwsbwGU.jpg kRREj11.jpg 
 
Yes, I decided to make those 2 cards Effect Pendulums! I was thinking of creating another form of them in Pendulum form, but why not turn them now into Pendulums instead? Turned their effects to protect Spell and Trap cards you control once per turn, although they have that Pendulum Magician Duo scale rule. What do you think?

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Added "Danville's Jenny Brown" and "O.W.C.A.'s Major Francis Monogram"!

 

Jenny adds to my Level 6 teenage attribute monsters ("D.E.I.'s Vanessa Doofenshmirtz" will come later):

 

FIRE: Candace

WATER: Stacy

WIND: Jeremy

EARTH: Coltrane

LIGHT: Jenny

DARK: Vanessa

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Could you post the card texts under each respective card? Even on a computer, a couple of the cards' effects were tricky to read when shrunk down on the card. 

Making Phineas and Ferb pendulum cards with opposite protection effects makes this set of cards look a lot more viable, especially with all the new cards. Now that I have a better idea of how they work, I kind of like how Perry is an unassuming Normal monster which can become a completely different card with the right spell (although I don't think you have the new monster yet). It looks like every monster either becomes stronger from other monsters on the field, or can special summon another, and there's plenty of protection from your opponent's back row. Of course, with only 2 pendulum cards, a lot of the monsters would be hard to summon unless you got them out right away, and it doesn't seem like there's much of a reason to summon Phineas and Ferb as monsters, since their primary purpose is to summon the higher level ones. I also don't see any way to search for those 2 cards if you don't have them in the hand. And again, if you summon them as monsters, then you can't put them in the pendulum zone. Though I'm still learning about how pendulum decks operate (haven't watched Arc-V yet) 

 

The presence of at least 1 tuner suggests you'll add synchros, or at least make them usable with these cards. It also looks like you have other cards to add (O.W.C.A's, Doofenshmirtz, "Fireside Girl", etc. 

 

Canderemy makes no sense to me. Candace and Jeremy are protected from traps and spells respectively and they have good stat lines. Canderemy has 3k ATK and its ability to attack relies on a "double or nothing" effect with a coin toss. Was this lore, or balancing? It still doesn't seem like there's much reason to use it, especially since it looks like it needs Polymerization. 

 

But I'm even more curious about your trap card. You have to control 5 specific monsters (though it helps that they can be in the graveyard) then both players toss coins until the winner gets to destroy 1 card? If a player even managed to activate this, they would need a lot of set-up in order to meet its activation, then they have a chance to destroy one of their opponent's cards. But it's totally possible that they could go through all that trouble and their opponent might win the coin toss. Somehow I can imagine if the opponent did win, they would destroy this card, because it's a huge uncertainty, whether or not it could help them or hinder them. But that just means the player who used it used up a lot of resources. Maybe you have an idea of how this might be more beneficial to the archetype, but from the cards you've presented so far, this card might as well be cut out. 

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Making Phineas and Ferb pendulum cards with opposite protection effects makes this set of cards look a lot more viable, especially with all the new cards. Now that I have a better idea of how they work, I kind of like how Perry is an unassuming Normal monster which can become a completely different card with the right spell (although I don't think you have the new monster yet).

 

You don't need "Agent P's Fedora" to Summon "O.W.C.A. Agent: Agent P", just a way to quickly Summon it when you already have the Level 3 "Danville's Perry the Platypus" on your control (although actually you could also target your opponent's Perry). By default "O.W.C.A. Agent: Agent P" is my "Dark Magician" card, my strong ace as they say.

 

It looks like every monster either becomes stronger from other monsters on the field, or can special summon another, and there's plenty of protection from your opponent's back row. Of course, with only 2 pendulum cards, a lot of the monsters would be hard to summon unless you got them out right away, and it doesn't seem like there's much of a reason to summon Phineas and Ferb as monsters, since their primary purpose is to summon the higher level ones. I also don't see any way to search for those 2 cards if you don't have them in the hand. And again, if you summon them as monsters, then you can't put them in the pendulum zone. Though I'm still learning about how pendulum decks operate (haven't watched Arc-V yet)

 

The presence of at least 1 tuner suggests you'll add synchros, or at least make them usable with these cards. It also looks like you have other cards to add (O.W.C.A's, Doofenshmirtz, "Fireside Girl", etc.

 

My errata of "P&F's Book of Big Ideas" needs Phineas and Ferb to be in the hand or Monster Zone to use it's effect. I guess I could think of a card that adds "Danville's" monsters from the Deck to the hand, I agree. 2 "Fireside Girls" will be Pendulums with a P-Effect that enables you to look on you opponent's hand when BOTH are on the Pendulum Zones, with a pay off of 700 LP's (350 each) gain during each of their Standby Phase (although I wonder if it is too low or not). P.S. Monsters destroyed in the Monster Zone maybe placed to the Pendulum Zone by an effect (almost a must for Pendulum Xyz/Fusion/Syncrhos).

 

Canderemy makes no sense to me. Candace and Jeremy are protected from traps and spells respectively and they have good stat lines. Canderemy has 3k ATK and its ability to attack relies on a "double or nothing" effect with a coin toss. Was this lore, or balancing? It still doesn't seem like there's much reason to use it, especially since it looks like it needs Polymerization.

 

Both lore and balancing: the story of "Canderemy" is that one time Stacy became annoyed about Candace always talking about Jeremy, that they don't spend much time anymore. Candace decided to do provide girl time with her, so she went to Jeremy to talk to him directly about it. Problem is, Jeremy was asleep after working and eating turkey + milk (triptophan gag haha) that he really can't listen to what Jeremy was saying. Still, Candace still tried to talk to him to say that she will hang out with Stacy today, and will leave...until she got accidentally hit with Doofenshmirtz' inator that merges stuff. So when she tries to leave, she noticed that Jeremy is now stuck to him, and now has to hide him from Stacy if she is going to spend time with her, and P&F comedy ensues (as Stacy reveals she knows after the day). I guess I could add an effect that makes both unaffected by opponent's Spell and Trap effects.

 

So, the story is that I'm combining both to create this two-pronged attacker, that both could attack (and directly; remember Light Solider can attack twice but cannot attack directly), but with Jeremy being asleep, there is a 50% chance he'll trip and negate the attack. When successful however, he is awoken, and you are able to attack twice -- with however 500 ATK less for balance (5000 LP max on a single monster's direct attack).

 

But I'm even more curious about your trap card. You have to control 5 specific monsters (though it helps that they can be in the graveyard) then both players toss coins until the winner gets to destroy 1 card? If a player even managed to activate this, they would need a lot of set-up in order to meet its activation, then they have a chance to destroy one of their opponent's cards. But it's totally possible that they could go through all that trouble and their opponent might win the coin toss. Somehow I can imagine if the opponent did win, they would destroy this card, because it's a huge uncertainty, whether or not it could help them or hinder them. But that just means the player who used it used up a lot of resources. Maybe you have an idea of how this might be more beneficial to the archetype, but from the cards you've presented so far, this card might as well be cut out.

The Mysterious Force is the thing that Candace thinks is the cause of Phineas and Ferb's Big Ideas disappearing surprisingly. Mostly this card's opponent effect is for balance, but I could add that this card cannot leave the field once per turn (which I assume is also understood as cannot be destroyed?). I guess this is not exactly an archetype card but a general assist card (although I could think of monsters that could benefit from banished ones) so I'll try to revise it. Do you think it would be balanced if the controller of the card is the only one that can do it, but with the chance effect still?

 

P.S. I noticed my 200+ bump on ATK and DEF kind of deviates from the average ATK and DEF of monsters on a particular Level. Hence, I may readjust again based on what I calculated are the median and modes of Normal Monsters on that Level to balance it a bit (so may lower the ATK of "O.W.C.A. Agent: Agent P" to 2500/2100 [like "Dark Magician"] as if you are running a "Danville" Deck you are likely to Tribute 2 monsters and give Agent P a 600 ATK boost anyway (making it 3100 to start with).

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Some other cards I thought up (not yet uploaded):

 

Name: Danville's Roger Doofenshmirtz

Classifications: LIGHT-Lv7-Warrior/Effect

Stats: 2400 ATK/2000 DEF

Text: During your Draw Phase, instead of conducting your normal draw: You can pay 700 LP; add 1 "Danville" monster from your Deck to your hand, except "Danville's Roger Doofenshmirtz". This card cannot attack during the turn it activates this effect.

 

Name: D.E.I.'s Dr. Heinz Doofenshmirtz

Classifications: DARK-Lv6-Fiend/Effect

Stats: 2300 ATK/1700 DEF

Text: (This card is always treated as a "L.O.V.E.M.U.F.F.I.N." card.) During your Draw Phase, instead of conducting your normal draw: You can pay 700 LP; add 1 "D.E.I." monster from your Deck to your hand, except "D.E.I.'s Dr. Heinz Doofenshmirtz". This card cannot attack during the turn it activates this effect.

 

Name: D.E.I.'s Vanessa Doofenshmirtz

Classifications: DARK-Lv6-Fiend/Effect

Stats: 2300 ATK/1700 DEF

Text: (This card is always treated as a "Danville" card.) When this card attacks a Defense Position monster, inflict piercing battle damage to that monster's controller. Unaffected by your opponent's monster effects.

 

Name: Danville's Suzy Johnson

Classifications: LIGHT-Lv2-Fairy/Effect

Stats: 800 ATK/200 DEF

Text: This card is treated as a Normal Monster while face-up on the field or in the Graveyard. While this card is a Monster on the field, you can Normal Summon it to have it become an Effect Monster with these effects.

● This card is also Fiend-Type and DARK-Attribute.

● This card's original ATK and DEF are tripled.

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  • 2 weeks later...

To add a bit of fun to this thread, I will explain each card's lore and advantages.

 

WwsbwGU.jpg

 

Name: Danville's Phineas Flynn

Properties: Warrior/Pendulum/Effect

Stats: LIGHT/Lv4/Pd1/ATK 1300/DEF 1600

 

Phineas is a guy who has many ideas -- sometimes out of this world -- to seize every summer day. His monster effect is connected with having his brother Ferb Fletcher by his side to make the Big Ideas. It's a "<1500 ATK" card so it is searchable by "Sangan" (currently Forbidden) and similar cards. It's Pendulum Effect puts him in the sidelines, guarding the S&T Zone by protecting face-up Spell Cards. He's the plan guy, the "brains", hence why he's LIGHT and Spell protector.

 

kRREj11.jpg

 

Name: Danville's Ferb Fletcher

Properties: Warrior/Pendulum/Effect

Stats: EARTH/Lv4/Pd8/ATK 1500/DEF 1400

 

Ferb is Phineas' stepbrother who like to build stuff.  His monster effect is similar to Phineas'. It's a "<1500 ATK" card but also in DEF so it is searchable by "Sangan", "Witch of Black Forest" cards and similar cards. Complementing Phineas, he protects face-up Trap Cards. He's the do-it guy, the "muscle", hence why he's EARTH and Trap protector.

 

4tNFna5.jpg

 

Name: Danville's Isabella Garcia-Shapiro

Properties: Warrior/Effect

Stats: FIRE/Lv4/ATK 1400/DEF 1500

 

Isabella are P&F's closest female friend, and helps them also with their Big Ideas with the Fireside Girls. She is resourceful, and courageous. However, as seen with her effect, she is fond of Phineas, hence why her ATK gains when he's there. The Fireside Girls have her back hence she feels resilience with them, gaining DEF.

 

3rWQEYq.jpg

 

Name: Danville's Baljeet Tjinder

Properties: Warrior/Effect

Stats: LIGHT/Lv4/ATK 1000/DEF 1900

 

Baljeet is seemingly the smartest person (hence LIGHT) of the Team P&F, he's also not physically adept (the lowest ATK among the team), but backs it up with his brain power, and determination (as seen during Tour de Ferb). He has the power to make the player's prediction against the opponent easy, as he can reveal their cards when he's Normal/Flip Summoned. His hatred for bad grades is the reason why he doesn't want to see ATK and DEF to go down, and sacrifices himself to defend and destroy.

 

xN8KPMs.jpg

 

Name: Danville's Buford Van Stomm

Properties: Warrior/Effect

Stats: DARK/Lv4/ATK 1900/DEF 1000

 

Seemingly Baljeet's opposite (on every stat), he is the "brute" of the team. He could stomp those "scared" with ease (hence the Set cards destruction), and he can also summon his frenemy, Baljeet, if he likes too.

 

dblCKSn.jpg

 

Name: Danville's Irving Du Bois

Properties: Warrior/Effect

Stats: WIND/Lv4/ATK 1100/DEF 1600

 

Introduced in S2, Irving is P&F's biggest fan! He kind of just blends in like the WIND. He has the record of their Big Ideas, hence he could recover a "P&F Big Idea" Fusion Monster and the card it needs for it to be used, "P&F's Big Idea". He's so excited to be close to Big Ideas that in the field it empowers him with almost invincible energy haha. His total base might be less, but his abilities make it worth it.

 

xJbp0La.jpg

 

Name: Danville's Django Brown

Properties: Warrior/Effect

Stats: WATER/Lv4/ATK 1050/DEF 1650

 

Django is a recurring character that sometimes joins in on the fun, and is the little brother of Jenny and the son of Beppo, a popular artist in Danville, and maybe has passed on some genes on him (hence WATER-type, alluding to paint). In his spotlight episode, there was this work called the "Unpainted Desert", where him and P&F painted it with his own work, a portrait of himself with his dad. His effect being applied when no Field Cards are on the field, except for the place he lives, "The City of Danville". Painting the town Brown (that came out wrong...), he paints Art Counters on himself and replenishes using it. However, he becomes more powerful he's in the City, being able to paint there freely and also gain battle invulnerability. I think him being an artist also makes him special, being a Tuner (complimenting non-Tuner Jenny).

 

Coming Up: Candice's friends (Level 5)!

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